Files
OpenSpace/modules/space/shaders/debrisViz_vs.glsl
Alexander Bock 43851899c7 Cleanup of more copyright headers
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
2020-02-13 14:59:13 +01:00

101 lines
4.4 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScalingMath.hglsl"
layout (location = 0) in vec4 vertex_data; // 1: x, 2: y, 3: z, 4: timeOffset,
layout (location = 1) in vec2 orbit_data; // 1: epoch, 2: period
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
//uniform float lineFade;
uniform double inGameTime;
out vec4 viewSpacePosition;
out float vs_position_w;
out float periodFraction_f;
out float offsetPeriods;
out float vertexID_f;
// debugers :
// out float offset;
// out float epoch;
// out float period;
// out double tajm;
void main() {
// tajm = inGameTime;
/** The way the position and line fade is calculated is:
* By using inGameTime, epoch and period of this orbit,
* we get how many revolutions it has done since epoch.
* The fract of that, is how far into a revolution it has traveld since epoch.
* Similarly we do the same but for this vertex, but calculating offsetPeriods.
* In the fragment shader the difference between
* periodFraction_f and offsetPeriods is calculated to know how much to fade
* that specific fragment.
*/
// If orbit_data is doubles, cast to float first
float offset = vertex_data.w;
double epoch = orbit_data.x;
double period = orbit_data.y;
// calculate nr of periods, get fractional part to know where
// the vertex closest to the debris part is right now
double nrOfRevolutions = (inGameTime - epoch) / period;
//double periodFraction = fract(nrOfRevolutions); //mod(nrOfRevolutions, 1.0);
int intfrac = int(nrOfRevolutions);
double doublefrac = double(intfrac);
double periodFraction = nrOfRevolutions - doublefrac;
if (periodFraction < 0.0) {
periodFraction += 1.0;
}
periodFraction_f = float(periodFraction);
// same procedure for the current vertex
float period_f = float(period);
offsetPeriods = offset / period_f;
// offsetPeriods can also be calculated by passing the vertexID as a float
// to the fragment shader and deviding it by nrOfSegments.
vertexID_f = float(gl_VertexID);
dvec3 positions = dvec3(vertex_data.x, vertex_data.y, vertex_data.z);
dvec4 vertexPosition = dvec4(positions, 1);
viewSpacePosition = vec4(modelViewTransform * vertexPosition);
vec4 vs_position = z_normalization( projectionTransform * viewSpacePosition);
gl_Position = vs_position;
vs_position_w = vs_position.w;
}